CastIronFabric
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Everything posted by CastIronFabric
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I rarely get broken. Maybe its what I am doing. Here is what I am doing and I admit it might not be correct but I am getting good numbers so. 1. After smithing it I throw in the water just like we have always done. 2. then I put fireclay and reheat it and quench it the new way at the proper temp. done. Now, why do I not go further than that? because the % increase drops off dramatically after the first.
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I think in this specific game unlike many other games in this genre, the distances required to find materials for 'gated' features (like iron, lime etc). is just simply too far to be adding yet another impediment to travel. I think folks here grossly under estimated how much time we all actually spend traveling in this specific game. I really think the solution is rather simple. 1. fewer spawns. 2. lower chase radius 3. slower than characters. done
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two things. 1. who said or even suggested that "No part of the natural world should be a threat."? 2. I circle back to one my tropes that I still stick to. 'so sayeth the developer so say it good design' is FALSE purely absolutely false and what is or is not good design has nothing whatsoever to do with game intent, what developers want, or the fact that its 'their game' as so many like to suggest. It just isnt. Oh and Lore is not only mutable, its subservient to game play, something the AAA gaming market has not understood for multiple generations much of the market is doing this literally exactly backwards, but I digress 3. There are very simply a ridiculous number of wolves and Bears that chase you for too far and too long and that is that.
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My short review of the game after 500+ hours
CastIronFabric replied to Farrow-1's topic in Discussion
When it comes to leveraging game play and 'spice' as you put it I personally perfer directions such as Hydrate or Diedrate Mod I mentioned earlier and other mods like Carts, Immersive wood working, Butchery mod. I personally am not interested in leveraging combat like every other game on the planet does and not just because I am older. I have felt this way since I was 30 or so -
My short review of the game after 500+ hours
CastIronFabric replied to Farrow-1's topic in Discussion
ah fair enough, I do suggest Hydrate or Diedrate Mod it does wells rather well in my opinion. -
My short review of the game after 500+ hours
CastIronFabric replied to Farrow-1's topic in Discussion
As predicted I was positive that as soon as those spikes showed on the new trader assets that people would start asking for spike mechanics for their bases, I just knew it the second I saw it. On a scale of 1 -100 I am -20 on this idea (less than zero). Ok, gloating aside. Wells: Hydrate or Diedrate Mod -
A farming simulator has driving, but that does not make it a racing game. This game is exceptionally good and something, its audience plays the game because of that strength, I would argue the audience goes out of its way to play this specific game because of those reasons . It just seems to me it makes more sense to leverage that, instead of focusing on things that every game on the market already does. and like I have said many times before and will say again 'because the developers want to do this' does not mean by definition its a good idea to do so. Developers are not Gods, yes its 'their own game' but just because its their own game and their own choice does not mean it by default a good decision. Nevermind the fact that we are all here in this thread discussing a possible improvement in the first place which is defacto a change (so a bit of logic irony there). I am extremely confident that the majority of people who play this game if not the overwhelming majority of people who play this game never play the story missions beyond the Archive in the first place and I also doubt they do not go further because the boss fights are not engaging enough. So maybe its possible that 'if developer creates something, thou must admit its a good decision' is perhaps faulty reasoning.
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I understand but I am always reminded of the priniciple of Opportunity Cost which is not only a measure of what you are not doing while you are doing something else but its also a measure of how focus can change if not careful and as your audience changes as well due to those changes. So for example, lets say you have a flight simulator game, some players now ask for farming in the game. Ok, well not sure how these farm sim fans got into the game but lets add that once we hire more people, cant hurt right? then a bunch of farm sim fans come into the game and then guess what, nobody even bothered to ask why are the farm sim fans in a flight sim in the first place? (see my metaphor?)
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naa. my opinion is that the sweet spot of this game, what really makes it shine like pretty much no other game out there is specifically its crafting and building mechanics. There are a metric over ton of games out there already that focus on bosses, combat, fighting, base defense which is why I think they should just double down on crafting and building instead of doing things like everyone else on the planet has been doing for 20+ years
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My take is this, if I want to build a base at any point in the game in a awesome forest location or a waterfall next to what otherwise would be unstable, I am going to do it and I will cheat if I have to, I am have none of that 'look that this awesome place that you can not stay in for anymore than a few mins'
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chalk/limestone can be close or far its totally random. However to be fair using my current world as an example, although I continued to search for it south because of a road system south I was planning on building anyway, I found it 10,000 blocks south but then by accident found it about 2000 block west of my main base. Anyway, plenty of people have been playing this game for a long time with the default setting as they are and they enjoy it so I do not want to give the impression that on this specific subject I am being fanatic about it, its just that for me it seems out of balance given the travel requirements and for me I do not play with standard settings. Now other subjects I am absolutely fanatic about, but not this one
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I would like to add that for a person to realistically get to more time into the game in this context they are likely going to need limestone. Its not uncommon for limestone to be easily 20,000 block exploration. Maybe not all in one direction but overall pretty much 20,000 blocks travel time in multiple directions just to find it.
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Here is where I think the overall game balance is off and to be fair I really do not have a solid suggestion on how to improve it but it feels off none the less. The map is 1 million by 1 million blocks. It can often take up to 10,000 blocks to even get a different surface rock type. Running 10,000 block is not at all uncommon to just get to leather making. This distance is greatly magnified by wolves, bears, drifters and lack of changing spawn in the early game. I understand the desire to make things risky, I get that however, when we are talking about 10,000 blocks there is something that feels like it could perhaps balance better. Sure, if you want to go 10,000 blocks to fine limestone I suppose you could pick a direction and start going and create a minibase every 5,000 blocks or so and if you die at 7,000 blocks too bad start over and on some level I see how that can be engaging however I think the 'travel required' vs 'how challenging it is to go anywhere' is a bit off in my opinion, at least with standard settings. Speaking personally, I am not going to try and get to 20,000 block and have all my progress instantly rebooted at 15,000 blocks because a bear caught me off guard. Nope, not having any of that.
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Long time ago (sorry I will not be able to find it) I watched or read an article (I do not recall which) talking about RNG in video games. Here is what it argued There is RNG that makes you adjust your decision trees once presented with the RNG and then there is RNG that just basically kills you or ends your game and has literally nothing to do with your decision tree. It made the argument that the latter is actually not compelling game play. Sure, in life you can be just walking a sidewalk minding your own business in a safe neighborhood and for reasons that have nothing to do with your choice you get killed in some random mass shooting. So the argument was, sure random events completely beyond your control do exist in reality but its not compelling game play becasue the entire point of a challenge is to engage yourself in a solution, if no solution exists its not a compelling mechanic. If for example there is some game in which you could instantly die and there is literally nothing you can do about it, that just adds stress to your game play but does not compel any player agency in the matter. Bears in this game get dang close to that.
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I think you have me mistaken with someone else. I have never pointed to any mod to make hunting easier, nor have I ever said hunting should be easier. Its easy enough as the core game mechanic as is. No I do not agree that hunting is tedious I actually enjoy it, I enjoy it more than I enjoy fighting monsters. I think people who find it frustrating are very frankly doing it wrong.
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The claim that 'we' need to rely on mods in order to hunt it fundamentally false. To be very frank about it, hunting in this game is actually easy comparatively speaking. Its far easier than in Medieval Dynasty for example. There is a smart way to do it for sure and running around at full speed chasing anything that moves is not how to hunt, but once you understand how, its actually rather easy. ADDED: Now I understand that some people might struggle with hunting however I think the suggestion that the game itself is the issue and it needs to make hunting easier for everyone because its a fail point, is fundamentally untrue.
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I can not suggest watching youtube tutorials enough for this game. As far as I am concerned its an absolute must
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An inversion in monster distribution philosphy
CastIronFabric replied to Rainbow Fresh's topic in Discussion
From my understanding the suggested mechanic is to make palisades and spikes work like fence and make fences no longer works as they currently do thus requiring palisades and spikes. If I a mistaken then I agree in general terms having it be an option is fair enough however I still vote against it for personal concerns that this game will eventually over the years turn into a tower defense game and this push toward spikes just makes me think its more likely every time I see them. I am 100% positive that if players see more and more spikes that the request to inject more features in the direction of base defense will absolutely increase. That said, .my bias in not wanting this game to organically find itself going in that direction is a personal bias on my part given I can turn it off as I already do. I reject the notion that a tower defense game requires a destruction mechanics like some have expressed. If I replaced the phrase 'tower defense' with the phrase 'base defense' to be frank I think any reasonable person would understand what I mean within the context of this specific game. If I have to build something to keep the baddies out then as far as I am concern its a 'base defense' mechanic full stop. Using the word 'tower defense' instead is really just a matter of semantics to me. Regarding Lore, as I have stated many time, Lore is mutable and its subordinate to game play in a video game, full stop. This game is still in developmet -
An inversion in monster distribution philosphy
CastIronFabric replied to Rainbow Fresh's topic in Discussion
So on the topic of the spikes in the traders, that is exactly the 'gateway drug' to tower defense I am talking about. The second I saw that on a trader building the firs thing I thought of was 'I hope this does not slowly move the goal post toward tower defense mechanics'. This is why I am not a fan of this idea even though the first iteration of this suggestion would not be any base defense changes, but it does seed the thought in many which is why I am against it other than its just ugly. -
An inversion in monster distribution philosphy
CastIronFabric replied to Rainbow Fresh's topic in Discussion
fair enough, for aesthetic reasons I completely reject this suggestion. Now, if its fences OR spikes then that seems fair enough oh and by the way its not just because of aesthetics either, its also about moving the goal post ever so slowly toward tower defense. People start seeing spikes all the time they are bound to start making suggestions that escalate the base security game play which I want nothing to do with for this game. Basically its a gateway drug EDIT: oh and I forgot to mention, I do not like the new trader buildings and very much do not like the spikes there for the very reason I gave in the sentence above -
An inversion in monster distribution philosphy
CastIronFabric replied to Rainbow Fresh's topic in Discussion
so to be clear you do not think your suggestion is not moving the escalation ladder more toward tower defense mechanics than what already exists but instead is keeping the threat level and tower defense focus the same just changing the mechanics? correct? Well on the idea itself I vote absolutely not. Palisades and spikes are ugly and I do not want them anywhere near my base for any reason at all whatsoever. Now if its an either or then that is fine I suppose but I personally have zero interest in spikes or palisades but to be fair I have no intention of not changing my settings away from passive anyway so there is that as well. -
I’m attempting to make a VR mod (v1 already out 3rd page)
CastIronFabric replied to Reva Revenant's topic in Discussion
I think the inventory control is what one should focus on first and foremost. I think for VR that is the main weak spot. For example, I have 7 stacks of something I want to put in a crate, ok, so I remove 7 things from my hotbar, put all 7 stacks into my hotbar from my inventory, then I Cntr+Shift (how I have mine set up) and put all 7 stacks away. Now..time that UI interaction, can it be done faster in VR? I doubt it but if I was to work on a VR project something like that example is what I would try first, before anything else. -
An inversion in monster distribution philosphy
CastIronFabric replied to Rainbow Fresh's topic in Discussion
So a few things on that. 1. That basically instantly turns this game into a tower defense game, thus mechanics like spikes etc become a thing, then it turns into 7 days to die. 2. Your in your base, making some cool aesthetic furniture for your place, chiseling or perhaps thinking about how to make your next building. Then BAM not only did your lights not keep them away, nor your wall, so now you are fighting monsters. So are people who are chiseling and making beautiful buildings just playing the wrong game? One of the main reasons why I personally play this game instead of 7 days to die now is because in 7 days to die I could never have a break long enough to make a cool building, it always 100% tower defense. I think I am not alone on that subject -
I would like to hear the case as to how Minecraft paved the way for Factorio specially. Regarding the user base of VS I think its very much the similar audience. If it wasn't I think people would not be referring to MC as much as they do in the VS community. Its not like if you go to Stationeers you see a lot of people referring to MC. Well for that matter I bet there are not a lot of people in the factorio orbit that refer to MC either for that matter but I digress.